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Hippogryph.
Castlevania: Symphony of the Night

Hippogryph.

A complete guide to defeating the Hippogryph boss in Castlevania: Symphony of the Night, including strategies, enemy patterns, and item locations.

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A complete guide to defeating the Hippogryph boss in Castlevania: Symphony of the Night, including strategies, enemy patterns, and item locations.

The first room on the left contains a save point. After saving, jump on the upside-down 'T' shaped platform and then jump to the ground upwards to the left. The pot on the left contains an aquamarine gem, which is the next valuable gem above zircon. Jump over the gap and progress to the right up the stairs.

For now, the top part of this large room is inaccessible. Continue up the stairs, encountering Bone Pillars and Corner Guards. Attack these enemies and jump away to avoid their attacks. The Corner Guard has a charge attack similar to the Dhuron in the Library. The Bone Pillar has an Area of Effect (AOE) attack with good range that will hit you if you stay close. Both enemies should only require a few hits to defeat. Continue this until you reach the next room.

At the top of the stairs in the next room, you'll find a Bone Pillar with a spike ball instead of a second head. When you defeat the bottom head, the spike ball will fall down the stairs, requiring you to jump over it.

The top of the next room is too high to reach. Proceed to the following room, immediately jump up the makeshift stairs, and return to the left. Above you are goggles that will greatly increase your INT. These require precise jumps from the main platform to the one on the left; otherwise, you'll hit your head and fall.

Return to the large room. You may have noticed a large sword in the middle. If you have the knife sub-weapon or spells that can hit it, using them will make this encounter easier. As you approach, the sword reveals multiple attached blades and begins spinning. You can attack the main sword or the outlying swords, but the only way to defeat it is by damaging the central sword. Killing it from afar is a viable strategy. This enemy may be difficult at your current level. You can take significant damage trying to defeat it. For now, enter the doorway to the bottom right to grab a knight shield, then return to go through the door on the top right.

The first room after that is small and empty. The next is a huge vertical tower room. Go to the far bottom right of this room to find a confession booth you can interact with.

Confession Room:

  1. Outcome 1: Sit on the chair on the left. A priest in green will appear, but not sit. He will raise his hand, say a few words, close the curtains, and attempt to stab you with sharp weapons before disappearing.
  2. Outcome 2: Jump on top of the confession booth and sit on the chair on the right. A lady in red will appear, sit down, dry her tears, and cry.
  3. Outcome 3: Exit the room, return to the right side of the confession booth, and sit down again. A lady in green will appear and attempt to stab you with a spear, similar to the priest.

These appear to be the only outcomes from interacting with the confession booth.

Exit the confession room and climb the tower. Jump on the middle platforms, then jump onto the stairs on the left or right to progress upwards. Be wary of Skelerangs on either side.

After the platform jumping, you'll enter a narrowed section of the tower with wooden platforms. Climb these platforms. At the highest point on the left side, a crow will attack. Abandon this side and jump to the right to continue climbing. The crow can be a troublesome enemy.

Past the wooden platforms, you'll encounter a semi-invisible enemy called the Hunting Girl on a middle wooden platform. Her vulnerable spot is her visible sword. After defeating her, continue climbing the tower, using bluebells as platforms.

At the top of this tower, you'll find a Life Max Up in a pot on the left and a str. Potion in a pot on the right. At the apex of the tower is a silver plate, which you should equip for a defense increase. Drop down onto the topmost bell and then to the right to enter the next room.

This next room is a small, cramped horizontal area containing bats and bone halberds. Stay away from the Halberds due to their long spear range.

After the narrow room, you'll be at the bottom of another vertical tower room. Climb to the top again using the bells as platforms. At the highest point of this room, you'll find a zircon. Drop down to the right side of the tower and enter the next room.

You'll enter another small, cramped horizontal room with the same enemies. At the end of this hallway, you'll enter a larger room to face the Hippogryph boss.

HIPPOGRYPH

The Hippogryph battle is straightforward. The Hippogryph will either fly around the top of the room, allowing you to jump and attack it with your sword. If it descends and breathes fire, get close and duck. The fire attack strangely does not hit you when you are close and ducking, giving you an opportunity to attack. Once you are familiar with these two attack patterns, repeat them until the Hippogryph is defeated. A cutscene with Maria will follow.

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